HLSL: Create test results for the previous commits.
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@@ -1,7 +1,7 @@
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hlsl.samplelevel.basic.dx10.vert
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Shader version: 450
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0:? Sequence
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0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
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0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
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0:27 Function Parameters:
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0:? Sequence
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0:30 Sequence
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@@ -152,8 +152,8 @@ Shader version: 450
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0:44 Constant:
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0:44 0.750000
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0:46 move second child to first child (temp 4-component vector of float)
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0:46 Pos: direct index for structure (temp 4-component vector of float FragCoord)
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0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:46 Pos: direct index for structure (temp 4-component vector of float Position)
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0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:46 Constant:
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0:46 0 (const int)
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0:? Constant:
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@@ -162,9 +162,9 @@ Shader version: 450
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0:? 0.000000
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0:? 0.000000
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0:48 Sequence
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0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
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0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:48 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -188,7 +188,7 @@ Linked vertex stage:
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Shader version: 450
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0:? Sequence
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0:50 Function Definition: main( (global structure{temp 4-component vector of float FragCoord Pos})
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0:50 Function Definition: main( (global structure{temp 4-component vector of float Position Pos})
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0:27 Function Parameters:
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0:? Sequence
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0:30 Sequence
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@@ -339,8 +339,8 @@ Shader version: 450
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0:44 Constant:
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0:44 0.750000
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0:46 move second child to first child (temp 4-component vector of float)
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0:46 Pos: direct index for structure (temp 4-component vector of float FragCoord)
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0:46 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:46 Pos: direct index for structure (temp 4-component vector of float Position)
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0:46 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:46 Constant:
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0:46 0 (const int)
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0:? Constant:
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@@ -349,9 +349,9 @@ Shader version: 450
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0:? 0.000000
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0:? 0.000000
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0:48 Sequence
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0:48 move second child to first child (temp structure{temp 4-component vector of float FragCoord Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float FragCoord Pos})
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0:48 'vsout' (temp structure{temp 4-component vector of float FragCoord Pos})
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0:48 move second child to first child (temp structure{temp 4-component vector of float Position Pos})
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0:? '@entryPointOutput' (out structure{temp 4-component vector of float Position Pos})
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0:48 'vsout' (temp structure{temp 4-component vector of float Position Pos})
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0:48 Branch: Return
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0:? Linker Objects
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0:? 'g_sSamp' (layout(binding=0 ) uniform sampler)
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@@ -424,7 +424,7 @@ Shader version: 450
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Decorate 120(g_tTexcdf4) DescriptorSet 0
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Decorate 129(g_tTexcdi4) DescriptorSet 0
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Decorate 138(g_tTexcdu4) DescriptorSet 0
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MemberDecorate 144(VS_OUTPUT) 0 BuiltIn FragCoord
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MemberDecorate 144(VS_OUTPUT) 0 BuiltIn Position
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Decorate 155(g_tTex1df4a) DescriptorSet 0
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Decorate 155(g_tTex1df4a) Binding 1
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2: TypeVoid
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